| THE BARON
THE
BARON In the early days of the Second Empire, aggressive World
holders, known collectively as the Star Barons, expanded rapidly
through the old Empire. Many races found it expedient to join
a Baron's fiefdom, for protection for efficient management of
planetary resources, and for the economic riches the rapacious
Baron's promised. Despite some excesses by these power hungry
Barons, these early days of expansion were mostly peaceful and
served the common interests of all the races. As these baronies
grew, however, the Star Barons began to discover one another,
other races, other forces, and the universe that had seemed so
vast began to feel small. Thus began what historians refer to
as the Imperial Wars of the Second Empire.
- excerpt Encyclopaedia Galactica
BARON SCORING:
- 4 points for each World owned.
- 1 point for each 10 population owned, or 2 robots, rounded
down
- 1 point for each 5 Mines owned, rounded down, up to total
of World Population.
- 1 point for each Factory owned that processes a Raw Material.
- 1 additional Imperial Credit earned at each fully producing
world (factories =Imperial Credits produced) deposited at that
factory world.
Gems: DIAMONDS
Relics:
- The Jade Scepter (Also Houri)
- The Iridium Palace (Also Warlord
- The Imperial Crown (Also Raider)
- The Silicon Chip (Also Terminator)
BARON ADVANTAGES:
Each world that is fully producing, meaning that
every factory is busy producing Imperial Credits, produces 1 additional
Imperial Credit deposited at that factory world. This means that
Barons can create more wealth than other characters by efficiently
producing factory worlds. Not only is this valuable to the Baron
in terms of purchasing power but it is also a powerful argument
for "managing" worlds for other players. The Baron can
produce extra wealth for use of the Starlords who are willing
to let the Baron run and manage their worlds for them.
BARON STRATEGIES:
You are the Baron. There are either one or two other Barons in
the game. Barons, at first glance are easy to understand. They
are acquisitive. You get points for Worlds, Population, Raw Material
Production, and working Factories. So your goal is easy, own a
lot of worlds, particularly high population ones, and with factories,
and with mines. And you will want to get those factories on them
up to full production and build mines. Since each empire divides
out to roughly 22 worlds per player you will need to have a lot
more than that by the end of the game.
In terms of relationships, you can make solid
relationships with any other character easily, if you think in
terms of what they need but your two most obvious matches are
the Trader and the Warlord.
THE TRADER
You will notice immediately that many of your
factory worlds cannot produce because they don’t have enough
Raw Materials stockpiled. That’s usually because the world
just doesn’t have enough mines to produce Raw Materials.
A Trader can most efficiently move Raw Materials from nearby worlds
around for you. Your large empire is a nice safe place for that
character to do these tasks. You should consider trading fleets
or even giving fleets to a Trader to make this happen. Owning
some of his worlds will make him more trading points.
THE HOURI
Just depends upon which character the chameleon
Houri is playing this turn. A really good Houri ally can be whatever
you need whenever you both need it. This can always be a good
combination.
THE RAIDER
These can be really uncomfortable neighbors unless
you can make some accommodation with them. If they just have to
Raid your worlds, show them targets that don’t have factories
on them or Mines that you use and it won’t hurt your points.
Maybe you can trade him some low value worlds to you for Ravaging
for some high value worlds from him that you can manage for him.
He always needs fleets…
THE PHILOSOPHER
Does it concern you whether your population is made up
of followers of some obscure cult? Probably not, unless they try
to take over your worlds. Find a creative way to let Philosopher
fleets fly through your worlds converting population and see if
you could maybe own some of his. If he really trusts you, maybe
even his Homeworld!
THE TERMINATOR
Well you are going to own a lot of worlds that
don’t have much population and some that don’t have
any. It might even be to your advantage to have fully robotized
population near your borders. Enemy fleets flying over their worlds
do not intimidate robots. Also, that Terminator might just be
the guy to call if those Philosopher minions start to get out
of hand. Your Philosopher friend won’t mind; do you know
why? You could manage his worlds for him a lot better than he
could… He needs resources badly.
THE WARLORD
The Warlord needs to conquer worlds all the time,
every turn but he doesn’t get points for actually owning
them once they are taken. As his the recipient of his Tribute
List, every world that he conquers could belong to you. How can
you get him to make you his favorite Tribute target? Perhaps he
needs fleets and ships on them? Perhaps he would rather concentrate
on his battle plans rather than managing his worlds? Perhaps you
could point out some targets…
BARON HINTS: The
Baron is driven to expand constantly. He needs many high Population,
high Raw Material Production, and Factory, Worlds. He must be
willing to trade and be creative in orchestrating alliances and
intrigues to get them. Open conquest will tend to drive dangerous
allies together against his power. The Baron must meet and become
friends with many Starlords and seek creative ways to help them
in return for managing their empires. He is threatened most by
other Players who think they need World ownership. But constructive
agreements can be forged with everyone in the game by carefully
considering the Character Types of all the Starlords. He is very
powerful and very, very rich but he is also very vulnerable because
his borders are so long.
Barons will see a lot of worlds and have a lot
of things to keep track of. Barons will take the immediate lead
in the game and the challenge for them is to grow fast enough to continue
to hold the lead. A low ending score favors the Baron. Barons
will need to be politically active and to create webs of alliances
to hold off enemies and to keep any one player from taking bites
out of your vast reach of worlds. There is usually a lot of traffic
in the Baron’s empire so a safe place to store artifacts
is needed. Barons should place high emphasis on getting as many
point generating artifacts as early in the game as possible. Barons
need lots of resources for trading so like all Starlords, they
need to expand and explore as rapidly as possible in the early
turns to find every possible fleet and world that isn’t
nailed down.
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